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Vermin SMG not zeroed properly with reflex sights
Closed, ResolvedPublic

Description

The vermin SMG is only accurate with its default iron sights. With the ACO, RCO, and possibly other scopes (I only tested with those two) the gun shoots significantly higher than the dot/crosshairs on the optic.

Details

Legacy ID
2471897677
Severity
None
Resolution
No Bug
Reproducibility
Always
Category
Visual-Weapons
Steps To Reproduce
  1. Equip a soldier with a Vermin/Vector and an optic
  2. Try to headshot an unaware soldier at typical CQB range (it will go over his head)
  3. Switch to iron sights and try the same shot (it will hit him in the head)
Additional Information

I haven't tested the OPFOR smg or any of the optics other than the ACO and RCO, so they may have this problem too.

Event Timeline

GeneralScott edited Additional Information. (Show Details)
GeneralScott set Category to Visual-Weapons.
GeneralScott set Reproducibility to Always.
GeneralScott set Severity to None.
GeneralScott set Resolution to No Bug.
GeneralScott set Legacy ID to 2471897677.May 7 2016, 3:05 PM
GeneralScott edited a custom field.

Confirmed. Still an issue in DEV build 0.71.107070.

fix it guys plz

still an issue on 0.72 stable

How possibly can this still being an issue after the recent attention SMG's gotten?

Still an issue in 0.74 stable ^^

The SMGs have their own optics now.

One holographic and one ACO sight each, labelled for use with the SMGs only. Those should not have this problem.

The fact that they made new optics for the SMG's disturbs me. It's a sign that the setup for weapons, optics, and zeroing isn't very well structured and BIS/mod-makers have to put in extra time and effort to make this stuff work. In other words, what disparities exist between weapons or how optics zero that requires an optic to be copied and configured so that the bullet impact matches the optic zero? I'm sure there's more to it than this, but I can only comment on what I see.

I'd say this ticket is still a relevant issue.

I have seen references to specifically the RCO optics calibrated for a 6.5mm round on the MX rifle a few places, the first that comes to mind is Dslyecxi's "Using the Arma 3 RCO Scope" youtube video.

The RCO and ARCO really should have SMG versions as well. The Vermin is quite a nice weapon, and reasonably accurate even at distances that are beyond the holo and RCO scope capabilities. If the SMG versions would have the RCO and ARCO sights were set to a default 100m red dot/200m reflex scope, it would be both practical, reasonable, and incredibly useful for urban combat, where a reflex scope would be very handy.

Iceman added a comment.May 6 2014, 2:53 PM

Hello,

thank you for submitting ticket (sorry it took us so long to notice). It has been assigned.

Have a nice day.

AD2001 added a subscriber: AD2001.May 7 2016, 3:05 PM
AD2001 added a comment.May 6 2014, 3:25 PM

Why is this a bug, Iceman? Weren't the SMG versions of the sights created specifically because of this?

Iceman added a comment.May 6 2014, 3:31 PM

Hmm, you got me thinking. Let me make some investigation. Thanks!

Iceman added a comment.May 6 2014, 3:36 PM

You are right, AD2001, thank you. Sorry for inconveniences, I am resolving the issue as no bug. The SMGs are not capable to use advanced optics precisely and therefore the SMG variants (such as ACO SMG) were created.

I did not remember it so thanks to AD2001 for reminding me.

Have you all a nice day.

MadDogX added a subscriber: MadDogX.May 7 2016, 3:05 PM

Mass closing tickets marked as resolved more than 1 month ago.

If the issue is in fact not resolved, please create a new ticket referencing this one and ask for it to be re-opened.